How would I set up a modular character with an array of interchangeable clothing?

Basically I have a human body skeletal mesh that’s rigged with a set of animation already assigned.
The ideal situation would be to import separate pieces of skeletal mesh clothing that have already been skinned to the same rig, then compile them in engine to be used as variations of characters. If this could be randomised it would be even better.

From googling I found something called a master pose component however I couldn’t find examples or tutoirals.
Does anyone have an idea or alternative?

Thanks

Indeed, I’ve created a customization system already but the idea of all those skeletal meshes not syncing later has brought me to the same set master pose function. When I use it, it distorts my models into a frankenstein monster of sorts, and then crashing the game if i simulate physics.

Alright, I got some good news. I was able to get mine to work just fine with some simple modifications. I thought that maybe attaching was screwing with it and deforming it, but that was my mistake of telling the slave to also be the master so it was like the universe imploding in on itself… Like a moron. As far the crashing when simulating physics, it turns out the master component mesh you intend, should also be the only Skeletal Mesh with a Physics Asset assigned. The Slave components will inherit the master’s physics which is pretty badass I must say.

Aside from that, you don’t have to set this in Construction Script despite what I read on another thread showing an example. In fact, mine wouldnt work there. I set mine up on Event Begin Play, but I bet you can use it whenever its relevant to. Also like I said, having a Kafkaesque system of attachments or attaching things in general doesnt seem to influence it.

  • Make sure to not assign the same mesh to both New Master and Target.
  • Have only the master use a Physics Asset if you intend it for simulated physics.

Thanks for documenting with your solution, super useful :slight_smile:
Looking forward to a fly-headed protagonist :stuck_out_tongue: